First Design Iteration of the Guard Behaviour Tree
I have been working on designing how the behaviour tree will be implemented, focusing on the "idle" states, I wanted to do this now before I get too far into development with the nodes only to have to change the layout of how certain nodes works. Initially I tried to show the design as a visual representation by creating nodes within Microsoft Paint, however this didn't work very well as I kept deciding to change different parts of how the tree works. For now I have decided I will build the foundations of the tree using a Microsoft Word document using bullet points and indentation to visualise the tree, priority of nodes working from the top down and will look to creating a more visually appealing document further into development. As stated above so far I have been focusing on the guards idle states, which will control what the agents will do when they have not been alerted to the players presence. I have placed some basic behaviours which I believe will make the